After the Fall: Fantasy d20 Modern (Looking for 3-4 more)

Of course I'm interested, Christopher.

We'll be using d20 modern rules, and it seems that popular opinion is going towards using the Grim'n'Gritty rules (if you don't know these, tell me and I'll post a link).

At this point I think I'll probably try running this with only three people, so if you make a character (rules covered in first post), we should be able to start.
 

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Nac Mac Feegle said:
...and it seems that popular opinion is going towards using the Grim'n'Gritty rules (if you don't know these, tell me and I'll post a link).

...if by "popular opinion" you mean "one annoying guy and one ambivalent person" ;).

Howdy, Mr. Lambert. Welcome aboard.
 




Basic summary:

Everyone gains hit points equal to their constitution modifier plus a certain amount per level equal to one of the BAB bonus progressions (d4 hit die gains the wizard progression of 1/2 level, d6 and d8 are the cleric progression of 3/4 level, d10 is the fighter progression of 1 per level). Large and small creatures get a multiplier to their HP, meaning big creatures are downright unpleasant.

AC is replaced by an opposed d20 roll of the attacker's normal attack bonus (with the caveat that ALL attacks use the dexterity, as opposed to the strength modifier, on attack rolls) vs. the defenders Defense Bonus+dexterity. Armor provides DR equal to it's normal AC bonus.

You take penalties to all rolls the more damage you take (-2 at 3/4 hp, -4 at 1/2 hp, -6 at 1/4 hp) and each time you take damage you roll or be aversely affected by the pain ("wound trauma).

That's the basics of it. There's some more info on post #40 of this thread, or in the PDF. That's everything you really need to know except the wide variety of called shots and the specifics of wound trauma and bleeding to death.
 



Some thoughts

If we are using that, there are a few tweaks I'd reccomend.

First, and most obviously, defense bonuses scale down to BAB bonus style progression (fast gets 1/1, smart and charismatic get 1/2, everything else gets 3/4). If we keep the normal defense bonuses, defense will far outstrip offense and combat gets significantly less dangerous.

Secondly, some small measure of level-based soak might be appropriate. If you take D&D and port in straight into the new grim-n-gritty, the overall toughness of each class is maintained: fighters have heavy armor and high BAB, so they're tough; clerics have heavy armor and medium BAB, so they're pretty tough, too; wizards have low BAB and no armor, so they go squish. In d20 modern, hit die is a lot more of a balancing factor, since some classes are explicitly "tough." Since heavy armor is rarer, people still won't be behemoths, and there's a reason to take higher HD classes.

For progressions, I'd reccomend something around 4/20 for d10 classes (rising to 8/20 with robust or for d12 classes), 3/20 for d8, and 2/20 for d6. So Jack would have almost reached the point where he's earned a point of soak (1/10 from Cha 1, 2/5 from Tough 2, and ~1/4 from Fast 1 and strong 1) and taking robust would put him over the edge. Or, if you doubled all the values above (d10 is 4/10, d8 is 3/10, d6 is 2/10) to make everything a bit tougher, Jack would have (.8+.6+.2=1.6) 1 point of soak already, and 2 if he takes robust.

Anyway, whatever we do, we should probably get things movin'.

Trailing thought- the new GnG also dumps penetration, which means the simplist route is to simply add a special quality to rifles which says "ignores up to X points of soak from natural armor or armor. Depending on the value of X, the value of rifles skyrockets.
 


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